Shade said:
Interesting. We'll probably want to include the talisman in the writeup.
finally got around to scanning this!
Amulet of the Abomination: The derro power Diirinka crafted this jewel for Brassbeard Moradinson, the dwarf who murdered his uncle Irontooth to get the Axe of the Dwarvish Lords (see Chapter 1). The amulet is about the size of a walnut and consists of a single piece of clear crystal cut into the likeness of a dwarf's head; however, the piece has no curves, so only angles and facets define the head's contours. The crystalline material looks and feels something like diamond. It is tougher, but less bright.
The amulet has no pin or chain; it has to be carried in a pouch or tucked into the user's clothing.
By clutching the amulet and concentrating, the user can summon the Abomination of Diirinka from its extraplanar home to any place the user can see - distance is not a factor. The Abomination usually appears in 1 round, but if the creature has previously been slain outside its home, it will not appear until it has recovered (see creature description on page 189).
Once the Abomination appears, the wielder can command the Abomination to perform any action the user desires, provided that action is within the creature's capabilities (which include return to its home dimension). Control lasts 1 turn and can be exercised at any range so long as the Abomination stays within sight. If the creature passes out of the viewer's sight it tends to follow its last instruction to the best of its ability. Once the control's duration runs out, however, the creature becomes uncontrolled and usually charges off in search of dwarven prey. An uncontrolled Abomination generally remains on the plane where it has been summoned until it slays and consumes several dwarves (usually 2d4) or for 1d4 months, whichever takes less time, then returns to its home dimension.
The Abomination's Magic Resistance does not apply to attempts to control it via the amulet, but each time someone uses the amulet to control the Abomination its power fades somewhat and the creature gains a saving throw to resist the effect. The saving throw starts at 21 the first time the amulet is used, and falls by 1 with every subsequent use; there is never a saving throw, vs. the summoning effect, but each summoning counts as a use.
Roll the saving throw each time the amulet wielder uses the control power, not each time the wielder issues the Abomination a command. For example, Tairdo invokes the command power and orders the Abomination to attack the party, Tairdo can command the creature for 1 turn (provided it failed its saving throw), but if Tairdo keeps the creature busy for 30 minutes, he must use the command power three times. The creature never gains any bonus to the saving throw. Magical effects that block mental control, such as protection from evil, block the amulet wielder's control, but usually also hedge out the Abomination.
If the amulet lies unused for a century, a its power regenerates and the creature's base saving throw vs. the command effect rises to 21 again.
The amulet cannot be destroyed except by a blow from a weapon of +3 or better enchantment, or a wish.
XP Value: Nil * GP Value: 10,000